Re: Invocation-style Bard (3.5 core class) PEACH

I'll try to limit reposting material straight from Complete Arcane and other non-SRD sources. Anything I do has been rewritten to a degree.

Reading InvocationsName: The first line of every invocation description is a header that gives the name by which the invocation is generally known.Grade: The second line gives the grade of the invocation. Bards can choose invocations from three grades, depending on their class level: least, lesser, and greater.Level Equivalent: On the same line as the grade is a spell level equivalent, which affects the Difficulty Class of the saving throw to resist the invocation, Concentration checks made in concert with the invocation, and interactions with other spells and abilities, such as a globe of invulnerability.Descriptors: Many invocations carry descriptors, which determine who and what the invocation can affect, or who might possess resistances or immunities. Mind-effecting invocations, tagged as Psychic, will not affect mindless creatures like constructs.Spell-like Details: Also included are relevant descriptive elements from spells they emulate. Unless otherwise noted, all invocations take a Standard action to cast and have verbal and somatic components, do not require any focus items, and target self only. Any invocation which directly targets another creature is subject to Spell Resistance.Descriptive Text: The function and effect of the invocation is given in one or more paragraphs of descriptive text following all the particulars mentioned above.

Least Invocations

All-Seeing EyesLeast; 2ndDuration: 24 hours (D)
You gain a supernaturally precise vision of the world around you. You gain the benefits of comprehend languages, albeit for written words only. Additionally, you gain a +6 bonus on Perception checks.

Baleful MusicLeast; 2nd [Sonic]Range: Close (25 ft. + 5 ft./2 levels)
You sing a powerful, perfectly-pitched note, affecting a nonmagical object or 5-foot radius spread as if by a shatter spell. If a creature is holding or wearing the target of the ability and the target is destroyed, the creature must make a Fortitude save or be dazed for 1 round and deafened for 1 minute by your powerful note.

Beguiling InfluenceLeast; 2ndDuration: 24 hours (D)

As the Warlock invocation, Complete Arcane pg132.

Call Of The BeastLeast; 2ndDuration: 24 hours (D)

As the Warlock invocation, Complete Mage pg123.

DarknessLeast; 2nd [Darkness]Range: TouchDuration: 10 min./level (D)
You can create magical darkness, causing an object to radiate shadowy illumination out to a 20-foot radius. All creatures in the area gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness.
Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level. Higher level light spells are not affected by darkness.
If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spellís effect is blocked until the covering is removed.
Darkness counters or dispels any light spell of equal or lower spell level.

Leaps And BoundsLeast; 2ndDuration: 24 hours (D)
You invoke this ability to gain amazing agility. You gain a +6 bonus on Acrobatics and Athletics checks.

Magic InsightLeast: 2nd

As the Dragonfire Adept invocation, Dragon Magic pg81.

See the UnseenLeast; 2ndDuration: 24 hours (D)
You gain darkvision out to 60 feet, and can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures.

Simple ImageLeast; 2ndRange: Long (400 ft. + 40 ft./level)Spell Resistance: No
You create the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create smell, texture, or temperature, and only makes simple sounds, not including understandable speech. You can move the image within the limits of the size of the effect, or make it actively perform some significant action, such as appearing to attack or cast a spell, with a standard action. Otherwise, you must maintain the effect with a swift action each round, or the illusion will collapse.
Interaction with the illusion allows a Will save to disbelieve.

Sound BurstLeast; 2nd [Sonic]Range: Close (25 ft. + 5 ft./2 levels)
You blast a 10-ft.-radius area with a tremendous cacophony. Every creature in the area takes 1d8 points of sonic damage and must succeed on a Fortitude save to avoid being stunned for 1 round.
Creatures that cannot hear are not stunned but are still damaged.

Summon SwarmLeast; 2ndRange: Close (25 ft. + 5 ft./2 levels)Duration: Concentration
You summon a swarm of bats, rats, or spiders (your choice), which attacks all other creatures within its area. (You may summon the swarm so that it shares the area of other creatures.) If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. You have no control over its target or direction of travel.

Lesser Invocations

CharmLesser; 4th [Language-Dependent, Psychic]
You can beguile a creature within 60 feet. The creature must succeed on a Will save or instantly regard you as its comrade. Other than these differences, this ability works as the charm monster spell (PH 209). You can never have more than one target charmed at a time with this ability. If a second creature is charmed, you lose your hold on the first creature.

Exit Stage LeftLesser; 4thRange: Short (25 ft. + 5 ft./2 levels)
You instantly teleport yourself from your current location to any other spot within range. You always arrive at exactly the spot desiredówhether by simply visualizing the area or by stating direction. After using this ability, you canít take any other actions until your next turn. When you vanish from your original location, you leave behind an illusionary image of yourself in your place that reacts appropriately to attacks and other interaction, avoiding contact with foes. After 1 round, the image vanishes.
If you arrive in a place that is already occupied by a solid body, you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location. If there is no free space within 100 feet, you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet.

Mask Of FleshLesser; 3rd

As the Warlock invocation, Complete Mage pg124.

Relentless DispellingLesser; 4th
You can use the targeted version of dispel magic, as the spell. The round after you use this invocation, the target of the effect is subjected to another targeted dispel magic at the start of your turn (with no additional action required on your part).

Sculpt SoundLesser; 3rdDuration: 24 hours
You can change the sound made by a creature or object you touch that fails its Will save.
You can create sounds where none exist, deaden sounds, or transform sounds into other sounds. You can change the qualities of sounds but cannot create words with which you are unfamiliar yourself. A spellcaster whose voice is changed dramatically is unable to cast spells with verbal components. Once the transmutation is made, you cannot change it.

SuggestionLesser; 3rd [Language-Dependent, Psychic]
You can influence a single creature's actions by suggesting a course of activity, limited to a sentence or two. The suggestion must be worded in such a manner as to make the activity sound reasonable. The target creature must make a Will save against the effect, though a very reasonable suggestion may add a penalty as high as -5 to the save. Asking the creature to do some obviously harmful act automatically negates the effect.
The suggested course of activity can continue for up to one hour per level. If the suggested activity can be completed in a shorter time, the effect ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.
Unlike most invocations, using this ability doesn't interrupt the effect of your fascination aura.

Zone of SilenceLesser; 4th
You manipulate sound waves in your immediate vicinity so that you and those within 5 feet can converse normally, yet no one outside can hear your voices or any other noises from within, including language-dependent or sonic spell effects. You must concentrate as a Swift action to maintain this effect. Anyone who enters the zone immediately becomes subject to its effects, but those who leave are no longer affected. Note, however, that a successful Perception check to read lips can still reveal whatís said inside a zone of silence.

Greater Invocations

Baleful GeasGreater; 6th [Psychic]

As the Dragonfire Adept invocation, Dragon Magic pg79.

Devour MagicGreater; 6th

As the Warlock invocation, Complete Arcane pg133.

DreamGreater; 5th [Mind-Affecting]
You send a message to one creature you must name or identify by some title that leaves no doubt as to identity. This functions as the spell dream, except you must compose the message at the time of casting, and if the target is currently awake, the message waits until they go to sleep to be delivered.
The spell requires you to concentrate for the time it takes to state the message, typically one round per sentence; while concentrating, you are unaware of your surroundings and defenseless. If you are interrupted, the message is still sent, but cuts off at the time you are interrupted.

False VisionGreater, 5thDuration: 24 hours (D)
You can project a deceptive illusion for anyone who tries to cast a divination (scrying) effect on your current area, as the spell false vision.

Irresistible DanceGreater, 6th [Mind-Affecting]
You touch one creature, causing it to feel an undeniable urge to dance and it begins doing so, complete with foot shuffling and tapping. The effect makes it impossible for the subject to do anything other than caper and prance in place. The effect imposes a -4 penalty to Armor Class and a -10 penalty on Reflex saves, and it negates any AC bonus granted by a shield the target holds. The dancing subject provokes attacks of opportunity each round on its turn.
Make a Perform check each subsequent round on your turn. The target makes a Will save on its turn using your check result as the DC. If you choose to not make a Perform check, the target automatically succeeds on its save.
If it succeeds, the target breaks free of the effect, and gains a resistance to this effect, allowing it to save against the effect when you try to invoke it upon them again, and a +20 bonus to all future saves against this invocation by you for 24 hours.
If it fails by 10 or more, you can guide the subject to move at half its speed in a direction of your choice, although it will not willingly move anywhere that would cause it to fall or take damage.
You must continue playing as a Standard action to maintain this effect. If you can continue playing and invoke Irresistible Dance again, either through the Quicken Spell-Like Ability feat or some ability which grants extra standard actions, you can maintain multiple dancing creatures with a single Standard action per round.

Mass SuggestionGreater; 5th [Language-Dependent, Psychic]Range: Medium (100 ft. + 10 ft./level)
You influence the actions of a number of creatures equal to double your Charisma bonus that fail a Will save as the invocation Suggestion, above. Any creatures already under the effect of your fascination aura are also subject to this ability, and do not count against the creature limit.
Unlike most invocations, using this ability doesn't interrupt the effect of your fascination aura.

Night TerrorGreater; 5th [Mind-Affecting, Evil]
You send a terrible, gut-wrenching nightmare, as the spell, to one creature you name or otherwise designate who fails a Will save, which waits for them the next time they sleep. You can only affect one creature with this ability at a time; using it again on a different target redirects the latent nightmare.

Project ImageGreater; 6th
You create an illusory version of yourself, as the spell Project Image. You must actively maintain the projection with a Swift action.

Song of DiscordGreater, 5th [Mind-Affecting, Sonic]Range: Medium (100 ft. + 10 ft./level)
You weave a powerful magical song which causes those within a 20-ft.-radius spread who fail a Will save to turn on each other rather than attack their foes. Each affected creature has a 50% chance to attack the nearest target each round. A creature that does not attack its nearest neighbor is free to act normally for that round.
You must actively concentrate on the song to maintain this effect as a Standard action. Those who succeed on the Will save gain a +10 bonus to future saves against this effect for 24 hours.
Creatures forced by a song of discord to attack their fellows employ all methods at their disposal, choosing their deadliest spells and most advantageous combat tactics. They do not, however, harm targets that have fallen unconscious.

Sympathetic VibrationGreater; 6th [Sonic]Casting Time: 10 minutes
By attuning yourself to a freestanding structure you touch, you can create a damaging vibration within it. Once it begins, the vibration deals 2d10 points of damage per round to the target structure. (Hardness has no effect on the spellís damage.) You can choose at the time of invoking to limit the duration of the spell; otherwise it lasts for 1 round per level. If the invocation is used upon a target that is not freestanding the surrounding stone dissipates the effect and no damage occurs.
Sympathetic vibration cannot affect creatures (including constructs). Since a structure is an unattended object, it gets no saving throw to resist the effect.